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Design PORTFOLIO Research

RESEARCH ARTEFACT & STUDY: table-non-table, crafting & deployments – SFU

Simon Fraser University, SIAT, Everyday Design Studio.

In 2013, collaboratively with my research group at the Everyday Design Studio we designed a research artefact: the table-non-table (TNT).

I have lead multiple series of deployment studies with the table-­non-­table between 2013-­2017. The table-­non-­table is a main part of my doctoral work and thesis in which I explore how non-­utilitarian design artefacts mediate human-­world relations through the lens of postphenomenology.

The table-­non-­table is a moving table-­like heavy structure made of about 1000 sheets of stacked paper on an aluminum chassis. It challenges assumptions around use-­centric, utilitarian ideas of technologies and technology design. The table-non-table, informed by the notion of everyday design, manifests an approach that sees interactive artifacts as resources for creative use and reuse. It is our approach to design for everyday competences (for instance competences around using paper as a material is well-known). In previous studies, we looked at practices of everyday design and their composition of material, competences, and meaning (see our TOCHI 2013 paper).

The TNT and its study findings have been mentioned and described in several publications:

Hauser, S., Wakkary, R., Odom, W., Verbeek, P., Desjardins, A., Lin, H., Dalton, M., Schilling, M., & de Boer, G. (2018). Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research. In Proceedings of the ACM conference on Human Factors in Computing Systems (CHI ’18). ACM, New York, NY, USA. (12pgs). [PDF]

Wakkary, R., Desjardins, A., & Hauser, S. (2015) Unselfconscious Interaction. Interacting with Computers. iwv018. (pp.1-20).

Wakkary, R., Odom, W., Hauser, S., Hertz, G., & Lin, H. (2015). Material Speculation: Actual Artifacts for Critical Inquiry. In Proceedings of the 5th decennial conference on Critical computing: Critical Alternatives. (CC ’05). ACM Press. (accepted, in press).

OdomW., & Wakkary, R. (2015). Intersecting with Unaware Objects. In Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition (C&C ’15). ACM, New York, NY, USA, 33-42.

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Design PORTFOLIO Research Uncategorized

RESEARCH ARTEFACT & STUDY: Morse Things, crafting & deployments – SFU

Simon Fraser University, SIAT, Everyday Design Studio.

The Morse Things project investigates the nature of relations between people and computational things in the making of everyday life. Specifically, Morse Things explores the notion of the Internet of Things, in addition to connectivity, sensing and data, the project aims to understand the materiality, temporality and human relationships that constitute and potentially undermine the current concept of the Internet of Things.

At the center of the Morse Things project are multiple sets of three networked ceramic cups and bowls. The cups and bowls digitally communicate between themselves as they progress over time toward an “awareness” of their potential group and networked existence. The data communication between the Morse Things is expressed through sound by each cup or bowl in Morse code; and over the Internet on Twitter.

The Morse Things are continuously being deployed in several long-term (several months) studies in peoples’ homes and apartments. The aim of the project is to make material and visible the non-human to non-human communication among digital things. Our goal is to understand the long-term and lived with experiences these create and unexpected opportunities that are constructed through our daily lives with such artifacts.

The Morse Things were made with the assistance of Material Matters (ECUAD) with funding support by 4TU.Federation – Design United, Eindhoven University of Technology (TU/e), NSERC and SSHRC.

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Design PORTFOLIO Teaching

STUDIO COURSE: 2nd year 2016, Interaction Design – Emily Carr Univ. of Art & Design

In the Spring term of 2016 I developed and co-taught the 4D Core Design Studio III course at Emily Carr University of Art and Design in collaboration with Markus Schilling. This course is the first Interaction Design studio course for 2nd year design students within the Interaction Design major. It is worth mentioning that Markus and I developed the entire curriculum of this course from scratch.

In this course, students will begin to develop an understanding of interaction design and interaction design practice, revisit the design process and develop further their practice as designers-to-be. Students will engage into three consecutive interaction design projects and master techniques and methods including research methods like user research and secondary research, empathy building techniques like personas and scenarios, analysing techniques like Kano analysis and information architecture, design techniques for graphical user interfaces, concept iterations, prototyping techniques, and presentation and evaluation techniques.

There are three studio projects for the course; one is developed individually (application re-design) and two are group-based (tangible interface design & concept design for emerging technologies). Students will work in class to share theory, process, methods, and resources. Each project focuses on a different aspect of interaction design as well as a different part of the design process. This way students will gain an insight into different design disciplines while getting familiar with the single parts of iterative design process.

See the courses syllabus here.

 

Project #1 Re-design an application (GUI)

In this project students were asked to choose a software application (mobile app, web, or on a device with display) and systematically go through the process of re-designing the chosen software. They had to: Create 3 User Personas (in this course students were introduced to all the methods they were asked to use), analyze the software with KANO, Information Architecture, & User flow diagrams, re-design the software (towards 1 or all of their personas) systematically working with the methods introduced (KANO, IA, flow diagrams) and re-working them. Students could for example add a function that wasn’t there before, improve the user experience flow, and they could choose to stick with or also improve the visual layout. They had to create wireframes and iterate on them and finally design a prototype (clickable mock-up with e.g., Marvel, invision etc.).

Specifically, also please check out these two student’s overview/process of this assignment on their web portfolio: Stacie Schatz – ECU-Webmail ; Joachim Zatko – PublicLibrary (also on Medium)

Project #2 Tangible interface design

In this project students were asked to design 3 rotary knobs to control a RGB or HSB color picker visible on a screen. Students had to do sketches, and form explorations with foam, and design and fabricate three knobs align with a simple concept they had to come up with. The knobs were connected to 3 potentiometer that controlled a simple graphical user interface that they also had to design. The project was realized through combining Arduino with processing.

Specifically, also please check out two student’s overview/process of this assignment on their web portfolio: Stacie Schatz – Color ID ; Kelin Kaardal – Spektrum

Project #3 Invention Design/Concept design for emerging technologies/ Setting up an unknown design space

In this project students were pushed to become comfortable with making radical conceptual leaps into envisioning possible future technology applications in an emerging and largely unknown design space. We asked them to pick a technology/technologies from the Gartner hype cycle (a yearly report on emerging technologies), to research the technology, and to pair it with the context of ECU in the near future. Through mind maps and brainstorming activities students were to set up a design space, and create scenarios and use cases of proposed concepts. They had to create user journey maps to refine their concepts and finally create a video to communicate the final concept.

//More images coming soon, but here’s a sneek preview

At the end of the term we organized an exhibition to exhibit student’s works of the course.

… and here is a short video of the exhibition that one of the students (Joachim Zatko) shot.

*Markus and I want to thank HfG and especially Hans Krämer, Jörg Beck, Ralf Dringenberg, and Michael Götte, who have been inspiring the way we teach interaction design.

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Design PORTFOLIO Research

RESEARCH AND DESIGN: Design Fiction and Speculative Design – SFU, AGO

Simon Fraser University, SIAT, Everyday Design Studio

I’ve been interested in Design Fiction for a while and worked on several projects around the topic.
 
A Sustainable Design Fiction: Green Practices

In 2012 we began writing a journal article called “A Sustainable Design Fiction: Green Practices” in which we propose opportunities for designers to co-design with DIY enthusiasts, targeted as practitioners in their own right, designing toward or within a design fiction. We see design fiction as a possible means to bridge sustainable practices, interaction design, and practice-oriented design and as a source for interpretation and adaptation. Designers can take on an intermediary (or what we call hybrid) role between design fictions and sustainable DIY practices. For example, Malthus is a DIY home version of aquaponic farming (see images). It was designed by the firm Conceptual Devices. The project aims to show how to build an aquaponic farm with accessible and easy to assemble materials. In this case, the designer is not presenting a design fiction in itself, but a plausible prototype of a proximate future. Below see the published journal article and the project page about the Green DIY study. This project was done in collaboration with Ron Wakkary, Audrey Desjardins, and Leah Maestri.

Wakkary, R., Desjardins, A., Hauser, S. & Maestri, L. (2013) A Sustainable Design Fiction: Green Practices. ACM Transactions on Computer-Human Interaction (TOCHI). 20, 4, Article 23 (2013). (34pgs)

See also the project page about the Green DIY study.
 

SFUture – A Sustainable SFU in 2065

In the Fall 2012 and Spring 2013 terms I took a class called ChangeLab and the final project of my project team was to envision and share what SFU (our University) could look like in the future, considering sustainability issues. We created a design fiction of SFU in 2065 in form of documentary-style videos from the future. There is a Youtube Channel, a tumblr blog, and a publication about this project. We had several probes that were things in our design fiction like the unscissors and the nogfobber (see images). My project partners were Audrey Desjardins, Kashif Pasta, and Mike Funergy.

 

See the four other fun SFUture videos HERE.
 

Material Speculations

The latest work around design fiction and speculative design has been an article that I wrote together with Ron Wakkary, Will Odom, Garnet Hertz, and Henry Lin. It is called ‘Material Speculations’ and we submitted a paper to the fifth decennial Aarhus Conference. More on how this submission turns out will be coming soon.
 

Speculative Design for the AGO

See also our project for the AGO that involves design fiction.
The featured image of this article from HERE.

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Design PORTFOLIO Research

DESIGN RESEARCH: Interactions of Guide Dog Teams – SFU

Simon Fraser University, SIAT, PhD Studies, Spring 2012 – Fall 2013

The visually impaired have been a longstanding well recognized user group addressed in the field of Human-Computer Interaction (HCI). Recently, the study of sighted dog owners and their pets has gained interest in HCI. Despite this, there is a noticeable gap in the field of HCI with regards to research on and for visually impaired owners and their dogs (guide dog teams).

This research specifically focuses on guide dog teams, presenting an ethnographic study that explores the interactions of guide dog teams revealing differences between their work and off-work relationship. Some of our findings promote design interventions that address issues of awareness, pride, confidence, and trust present in guide dog teams at work but absent in off-work scenarios. We uncover potential for the design of new computer-mediated technologies that can better support the needs of guide dog owners; specifically, enhanced play-interaction through accessible dog toys utilizing smart sensor technologies and mobile apps.

The study has been an incredible experience and taught me a lot about Guide Dogs and their handlers and ethnographic fieldwork. BC Guide Dogs has been a very helpful partner in this work.

 

We published several works on this project:

Hauser, S., Wakkary, R., & Neustaedter, C., (2014). Understanding guide dog team interactions: design opportunities to support work and play. In Proc. of the 2014 conference on Designing interactive systems (DIS 14). ACM, NY, USA, pp. 295-304.

Hauser, S., Wakkary, R., & Neustaedter, C. (2014). Improving guide dog team play with accessible dog toys. In Proc. of CHI EA‘14. ACM, NY, USA, pp. 1537-1542.

Hauser, S., Wakkary, R., and Neustaedter, C., (2013) Work vs. Play: A Study of Guide Dog Team Interactions, GRAND NCE Conference, Research Notes, Grand’13.

I have picked up this work in my doctoral dissertation work and taken it a step further by using the lens of postphenomenology to complement human-centered ways of studying these human-non-human teams.

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Design PORTFOLIO Research

RESEARCH AND DESIGN: Speculative Design, AGO, Toronto – SFU

Simon Fraser University, SIAT, Everyday Design Studio, Spring 2013 – present

We began working on a project in collaboration with Art Gallery Ontario (AGO) in 2013. The overall longterm goal will be to design futuristic prototypes (design fictions, speculative designs) for the AGO.  So far, we have visited the AGO 4 times and conducted a participants workshop at the AGO, analyzed parts of the workshop data and have engaged in a first part of an rather unconventional design process.

The workshop was conducted to gather data that can stimulate and inspire the design of future prototypes known in this case as design fictions that will be presented in the AGO as a reflective installation that encourages visitors to construct their own interpretation of the Canadian collection.

 

Design Workshop

The core goal of this workshop (which we named Eclipse) is to shift the focus of workshop participants to the edges of their experience of a known public place. For example, our workshop aims to elicit memories of smell and qualities of light. How mundane objects like furniture, electrical outlets, motion sensors or ceiling textures influence our participants’ experiences of place. How these qualities shape the memories, perceptual experiences, and public and personal stories that people bring to or create within a public place. Our workshop guides the participants to sequentially explore their memories, sensations, sense of place, and stories.

We published a pictorial, in which we explain this workshop we held at the AGO in its Canadian Art Collection with 13 participants.

Wakkary, R., Desjardins, A., Odom, W., Hauser, S., & Aflatoony, L., (2014). Eclipse: eliciting the subjective qualities of public places. In Proc. of DIS 14. ACM, NY, pp. 151-160. (10pgs, Pictorial)

 

Next Phase in the Design Process

For our last visit, I and another team member prepared Non-human storyboards telling the story of something non-human living at the AGO. With those storyboards we began filming footage for short films about those things. A rather unconventional but very interesting and fun process.

 

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Design PORTFOLIO Research Teaching

RESEARCH & DESIGN PROJECT: CityStudio – Local Foodsteps – SFU, City of Vancouver

CityStudio Cohort Fall 2013, Supervised by Duane Elverum, Janet Moore, Lena Soots.

I was an observing participant of the CityStudio cohort in Fall 2013 investigating different experiential learning models concerned with making practices. CityStudio is a project school and energetic hub of learning and leadership inside Vancouver City Hall and helps students gain hands-on experience with complex real world problems, while co-creating solutions on the ground with City staff.

My project team worked on ‘Local Foodsteps’, a wayfinding project that aims to increase the awareness of local food assets in Vancouver’s neighbourhoods. Signs attached on poles in the city point to a range of places including urban farms, grocery stores, restaurants, and community gardens. See our documentation HERE.

This project was done in collaboration with Colette Cartier, Larry Ho, & Lihwen Hsu.

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Craft, DIY & Making Design PORTFOLIO

GRAPHIC DESIGN: Zimt Chocolate Packaging – Vancouver

My good friend Emma makes organic, raw, vegan, fair-trade chocolate. Her companies name is Zimt. I did some work on her logo and also re-designed her packaging. Honestly, this is the best chocolate in the world! You have got to try it! Buy it at Whole Foods in Canada or online: www.zimt.ca

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Design Information Systems PORTFOLIO

INFO VISUALIZATION: Emergency Management – SFU

Simon Fraser University, SIAT, PHD student work, Research Assistant, Fall 2011

In my first three terms as a Ph.D. student at SIAT I had a cooperative Research Assistantship with Dr. Brian Fisher and Dr. Ron Wakkary. I worked in the field of Interaction Design and Visual Analytics (VA) for Emergency Management. Through ethnographic observations during the GreyCup activations of the Vancouver Emergency Operation Center (EOC) I started prototyping a VA tool for Situational Awareness with the consideration of integrating social media as a source of information. The tool presented scenarios of how to present and interact with situational reports that are pulled together through gathered information from multiple sources, including social media.

We presented a poster about this research at ISCRAM2012 (Integrative and Analytical Approaches to Crisis Response and Emergency Management Information Systems).

Calderon, N, Hauser, S., and Bartram, L., “Addressing Situational Awareness Analytical Systems: an Information Visualization Approach,” In Poster abstracts of the 9th International Conference on Information Systems for Crisis Response and Management 2012 (ISCRAM 2012). Vancouver, Canada.

 

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Design PORTFOLIO Teaching

VISUAL DESIGN PROJECT: vvvv 360° Projection – HfG + Cocoon

vvvv development and 360° VJ performance with and for Cocoon Club Frankfurt, HfG Schwäbisch Gmünd -Interaction Design, Summer 2011.

Project guidance: Sabrina Hauser & Andreas Brendle | Project partner: Ivo Schüssler, Eno Henze, Ömer Erol

Students: Roman Grasy, Markus Lorenz Schilling, Jan Barth, Armin Kröner, Patric Sterrantino, Sofia Hnatiuk, Marcel Müller, Antonio Krämer Fernandez, David Abele, Phillipp Hogg, Adrian Abele.

 

(Music in the video: Tree Elves – Fortitude – Original Mix)

I initiated and guided this project of developing new visuals for the 360° projection wall system of the Cocoon Club in Frankfurt am Main, Germany. The clubs unique realtime-system is build on a network-setup with 21 projectors and 22 computers running an early version of the VJ System IRIS which is based on vvvv, a graphical programming environment.

During a three-month time period, the project team created 20 different patches (vvvv-applications) in several workshops and implemented them into the clubs system. Each patch has different parameters which can be controlled in realtime using IRIS.

Finally, the group performed on a friday night event as VJs at the Cocoon Club showing their results.